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Warhammer

Chronicles takes a
look at the
Warhammer game,
its rules,
background and
game mechanics,
frequently stolen
from in-progress
developments
here at the Studio.
It also acts
as a forum
for dedicated
Warhammer players
who have produced
inspired, well
thought out and
exciting additions
to the game.
If you have
a good item for
Warhammer
Chronicles then
write to:
Gav Thorpe
(Warhammer
Chronicles)
Games Workshop
Willow Road, Lenton
Nottingham, NG7 2WS
Please note that any
letters containing
rules queries, requests
for a Mercedes Benz,
or cooking recipes etc.
will be terminated
with Extreme
Prejudice. You have
been warned!

arhammer
chronicles
By Gav Thorpe

Here for your scrutiny is the new Wood Elf work in progress list. It replaces
the one in Ravening Hordes and offers a hint of stuff to come in the future
Wood Elf Armies book. Please use it in your battles and let Alessio know your
impressions.

Preview Army List: Wood Elves


By Alessio Cavatore
To the Wood Elves, their forest home
of Loren is a sacred place. They guard
it with all their strength and cunning,
leading invaders to their doom in the
darkest tangles of the thickest woods.
The Wood Elves of Loren are the
masters of the bow, and it is said that
an Elven marksman can hit the eye of a
Goblin in the dark. Many strange tales
are told in the land of Bretonnia about
the fey Elven Lords of Loren.
Troubadours of Couronne sing of a
cult of Wardancers, young Elves with
lethal acrobatic abilities, as well as
strange and terrible Beastmasters, Elves
who live amongst the wild animals of
the forests.

Tales also tell of Elves who sing to the


trees and plants, shaping them to form
their homes and make the paths of the
forest misdirect intruders. The most
fanciful tales speak of Forest Spirits, of
giant trees that walk like men, but
these are probably mere fables. Few
ever venture to the glades of Loren,
and fewer still return. When they do,
they are found on the boundaries of
the Loren Forest, their bodies broken
and strung on the branches of the
trees as warnings to trespassers.
Bretonnians have learned to fear the
Fayrie Folk, and leave their woodland
kingdom alone.
So Loren rests, shrouded by mists and
magic, brooding and
forbidding. Be wary,
traveller, and do not
venture into the
shadow of Loren.
For even if you do
not lose your life to
an Elven arrow or
sword, you might
travel for three
hundred years
amongst the glades, never
realising the time that has
passed until you return to your
home and the years take their
toll on you in an eyeblink.
Wood Elves live in very
few places besides
Loren. The Forest of
Shadows and
Drakwald Forest are
said to hold small
Elven communities
still. A man should be
wary in these places,
for many have died by
unseen arrows when
they have trespassed
into the domains of Elves,
without even knowing that
they had passed their
invisible borders.

Wood Elves
Special rules
All units in a Wood Elves army
(except flyers) ignore the
movement penalties for moving
through woods.
All Wood Elves non-magical arrows
are Armour Piercing at short range
(see page 90 of the Warhammer
rulebook).
Wood Elves never suffer the normal
-1 to hit penalty when shooting at
long range.
Wood Elf Archmages may use any
lore of magic from the Warhammer
rulebook and get a +1 bonus to
the total rolled when casting spells
from the Lore of Beasts or the Lore
of Life. Wood Elf Mages may only
use the Lore of Beasts and the Lore
of Life.
All Wood Elf Wizards know the
Tree-Singing spell in addition to
their normal spells. This spell has a
casting value of 4+. It can be cast
on any wood within 18" of the
caster, provided that there are no
enemy models inside it. It can be
cast on woods containing Wood Elf
units, but the entire unit must be
inside the wood. If one or more of
the units models are outside the
Wood, the spell cannot be cast on
it. If cast successfully, the wood can
be moved D6+1" in a direction
nominated by the caster before
rolling. The wood must stop as
soon as it comes into contact with
any other unit or piece of terrain.
Friendly troops which are entirely
inside the woods move together
with the wood, but must end their
move at least 1" away from enemy
models. Troops that move with the
wood count as having moved for
the next shooting phase. Each
wood can only be moved once per
Magic phase.
Wood Elves almost invariably fight
defensive battles against invaders of
the their hidden realms. Their
armies very rarely venture out of
their sylvan realm. The following
rule represents this:
In Pitched Battles (Scenario 1 on
page 199 of the Warhammer
rulebook), just after the roll for
table side, the Wood Elf player can
place one extra wood anywhere in
his own half of the table (covering
a maximum area roughly as large as
a circle of 3" radius). They also
have a +1 on all the rolls made
during deployment: to choose the
table side, to decide who starts
deploying and who goes first (in

addition to other modifiers). They


also have a +1 on the roll to
determine in which order scouting
units are deployed.
To counterbalance this, the enemy
gets 100 Victory points for each of
his units with a Unit Strength of 5
or more that ends the game
completely inside the Wood Elves
deployment zone (fleeing units do
not count). The enemy also gets an
extra 100 Victory points (on top of
the normal 100) for each of the
table quarters containing the Wood
Elves deployment zone he controls
at the end of the game (see page
198 of the Warhammer rulebook).

Amber Amulet
25 pts
Bearer recovers 1 Wound at the start
of each of his turns (stops working if
the bearer is killed).

ENCHANTED ITEMS

Wood Elves
Magic items
You may choose magic items for your
characters and units from the
following list and/or the common
magic items on page 154 of the
Warhammer rulebook.

MAGIC WEAPONS
The Spirit Sword
75 pts
Wounds automatically. Saves are
modified by the Strength of the user.
Hunting Spear
55 pts
Replaces the characters longbow.
Counts as a magical hand weapon
with no particular power in close
combat. It can also be thrown like a
javelin with a range of 18". If it hits, it
counts as a bolt thrower with
Strength 6. After resolving the
damage, the spear will fly back into
the hands of the bearer. Note that you
may Stand & Shoot with this spear.
Blade of Fury
50 pts
The bearer gains +2 Attacks when
fighting with this sword.
Bow of Loren
40 pts
Replaces the characters longbow. The
Bow of Loren has a 36" range. It fires
a number of shots equal to the
bearers Attacks at his Strength. All
shots must be directed at the same
target and count as magical.
Hail of Doom Arrow
25 pts
When fired, the arrow splits into 3D6
magical S4 arrows. Roll to hit for each
arrow. One use only.

MAGIC ARMOUR
Shield of Ptolos
15 pts
Counts as normal shield (6+ armour
save). Gives the bearer a 1+ armour
save against missile attacks that
cannot be improved by any means.

TALISMANS
Vambraces of Lightning
30 pts
The bearer has a 5+ Ward save.

The Acorn of Ages


55 pts
At the beginning of any of his Magic
phases, the bearer can throw the
Acorn towards a point of the table
anywhere within the bearers line of
sight. Guess the range to the point
youre aiming at and determine where
the Acorn lands as you would for a
stone thrower shot. Place a new wood
(up to 3" radius) with its centre at the
point where the Acorn has struck the
ground. If a Misfire is rolled, the
Acorn has no effect. One use only.
Healing Potion
50 pts
Can be used at the beginning of any
phase. The bearer or any one friendly
model within 1" of the bearer
recovers all Wounds suffered to that
point in the battle. One use only.
The Cloak of Mist
25 pts
The wearer can be deployed as a
Scout.

ARCANE ITEMS
Wand of Jet
50 pts
Adds 1 dice to the Wood Elf armys
pool of magic dice in each players
turn.
Potion of Knowledge
25 pts
Can be drunk during any Wood Elf
Magic phase. Bearer may cast a single
spell for free (counts as being cast at
the spells casting value). One use
only.

MAGIC BANNERS
Banner of the Forest
100 pts
The bearer and all friendly units
within 12" are immune to psychology.
Banner of the Lynx
40 pts
If the bearer or the unit he is with flee
from a charge and are not destroyed
by the charging enemy, they rally
immediately and can act normally in
their next turn.
Banner of the Bear
20 pts
Enemies in base contact with the
bearer or the unit he is with never
count the +1 outnumbering bonus
when working out combat resolution.

A Green Dragon ambushes an artillery train moving through the forest.

LORDS

SELECTING THE ARMY


See page 238-9 of the Warhammer
rulebook with the following additions
and amendments when choosing your
Wood Elves army:

FOREST LORD....................................................... 150 points each


Forest Lord

CHOOSING CHARACTERS
Characters are divided into two broad
categories: Lords (the most powerful
characters) and Heroes (the rest). The
maximum number of characters an army
can include is shown on the chart
below.
Army Value
< 2,000
2,000-2,999
3,000-3,999
+1,000

Maximum
Characters
0-3
0-4
0-6
+2 max

Maximum
Lords
0
up to 1
up to 2
+1 max

IMPORTANT: The number of characters


is the total number of characters
allowed in the army including Lords. For
example: a 2,500 points Wood Elves
army may have up to 4 characters in
total, of which 1 may be a Lord
(ie, 1 Lord +3 Heroes).
An army does not have to include the
maximum number of characters
allowed, and can always include fewer
than indicated down to a minimum of
one (the General). Similarly, an army
does not have to include Lords; it can
include all of its characters as Heroes if
you prefer.

M
5

WS
7

BS
7

S
4

T
3

W
3

I
8

A
4

Ld
10

Weapons: Hand weapon and longbow.


Options:
May choose either a spear (+3 pts) or an additional hand weapon (+6 pts).
May wear light armour (+3 pts) and/or carry a shield (+3 pts).
May ride either an Elven Steed (+18 pts), a Great Eagle (+50 pts) or a
Green Dragon (+320 pts, counts as an additional Hero choice).
May choose magic items from the Common or Wood Elves magic items list
to a maximum total value of 100 pts.

ARCHMAGE ........................................................... 200 points each


Archmage
hmage

M
5

WS
4

BS
4

S
3

T
3

W
3

I
5

A
1

Ld
9

Weapons: Hand weapon and longbow.


Magic: An Archmage is a Level 3 Wizard. He may choose one of the eight lores
described in the Warhammer rulebook.
Options:
May ride either an Elven Steed (+18 pts), a Unicorn (+50 pts) or a
Great Eagle (+50 pts).
May choose magic items from the Common or Wood Elves magic items list
to a maximum total value of 100 pts.
May be upgraded to a Level 4 Wizard for +35 pts.
Special Rules: Tree-Singing.

HEROES
GLADE GUARDIAN*............................................ 80 points each
Glade Guardian

M
5

WS
6

BS
6

S
4

T
3

W
2

I
7

A
3

Ld
9

Weapons: Hand weapon and longbow.


Options:
May choose either a spear (+2 pts) or an additional hand weapon (+4 pts).
May wear light armour (+2 pts) and/or carry a shield (+2 pts).
May ride either an Elven Steed (+12 pts) or a Great Eagle (+50 pts).
May choose magic items from the Common or Wood Elves magic items list
to a maximum total value of 50 pts.

0-1 BLADESINGER ............................................ 135 points each


Bladesinger

M
5

WS
7

BS
4

S
4

T
3

W
2

I
8

A
3

Ld
9

Weapons: Two hand weapons.


Options:
May choose magic items from the Common or Wood Elves magic items list
to a maximum total value of 50 pts.
Special Rules: See Wardancers rules. Cannot join units except Wardancers. Cannot
be the armys General. Cannot choose magical missile weapons or armour.

Lords are severely limited in number


and are quite expensive, but make the
best army generals. Heroes are more
numerous and cost less points, but still
make potent leaders.

CHARACTERS MOUNTS
Here are the profiles for mounts that
can be ridden by Wood Elf characters.
M WS BS S T W I A Ld
Elven Steed 9 3 0 3 3 1 4 1 5
Giant Eagle 2 5 0 4
Special Rules: Fly

4 3 4 2 8

Unicorn
10 5 0 4 4 1 5 2 8
Special Rules: +2 Strength on the
charge. Rider and unit he is with have
Magic Resistance (2).
Green
Dragon
6 6 0 6 6 6 3 5 8
Special Rules: Large Target; Terror; Fly;
Breath Weapon (Strength 2, -3 armour
save). A Dragon counts as a Hero choice
in addition to its rider.

*ARMY BATTLE STANDARD


One Glade Guardian in the army may
carry the Battle Standard for +15 pts.

MAGE...................................................................... 70 points each


Mage

M
5

WS
4

BS
4

S
3

T
3

W
2

I
5

A
1

Ld
8

Weapons: Hand weapon and longbow.


Magic: A mage is a Level 1 Wizard. He may choose spells from the Lore of Beasts or
the Lore of Life.
Options:
May ride either an Elven Steed (+12 pts) or a Unicorn (+50 pts).
May choose magic items from the Common or Wood Elves magic items list
to a maximum total value of 50 pts.
May be upgraded to a Level 2 Wizard for +35 pts.
Special Rules: Tree-Singing.

The Glade Guardian carrying the Battle


Standard cannot choose any extra
weapons, nor can he use a shield or his
longbow. He cannot ride a Great Eagle.
If a Glade Guardian is carrying the
Battle Standard, he can have any magic
banner (no points limit), but if he
carries a magic banner he cannot carry
any other magic item.

Glade Riders react quickly to an Undead invasion.

CHOOSING TROOPS
Troops are divided into Core,
Special and Rare units. The number of
units of each type that are available to you
depends upon the points value of your
army. This is indicated on the chart
below.
Army Value
< 2,000
2,000-2,999
3,000-3,999
+1,000

Core
2+
3+
4+
+1

Special
0-3
0-4
0-5
+1

Rare
0-1
0-2
0-3
+1

For example, if you are choosing a 2,000


points army you must take a minimum of
3 Core units and could choose to take up
to 4 Special and/or up to 2 Rare units.
In addition, if an individual entry has a
number limiting it, eg. 0-1, then you may
only have that many in your army.

UNIT ENTRIES

CORE UNITS
ARCHERS ................................................... 13 points per model
Archer
Hawkeye

M
5
5

WS
4
4

BS
4
5

S
3
3

T
3
3

W
1
1

I
5
5

A
1
1

Ld
8
8

Unit Size: 5+
Weapons & Armour: Hand weapon, longbow.
Options:
Any unit may upgrade one Archer to a Musician for +6 pts.
Any unit may upgrade one Archer to a Standard Bearer for +12 pts.
Any unit may upgrade one Archer to a Hawkeye for +6 pts.

GLADE RIDERS .......................................... 21 points per model


Glade Rider
Horse Master
Elven Steed

M
5
5
9

WS
4
4
3

BS
4
4
0

S
3
3
3

T
3
3
3

W
1
1
1

I
5
5
4

A
1
2
1

Ld
8
8
5

Profiles. The characteristic profiles for


the troops in each unit are given in the
unit entry. Where several profiles are
required, these are also given even if, as
in many cases, they are optional.

Unit Size: 5+
Weapons & Armour: Hand weapon, light armour, shield and spear.
Options:
Any unit may swap their spears and shields for longbows for +4 pts/model.
Any unit may upgrade one Glade Rider to a Musician for +8 pts.
Any unit may upgrade one Glade Rider to a Standard Bearer for +16 pts.
One unit in the army may carry a magic banner worth up to 50 pts.
Any unit may upgrade one Glade Rider to a Horse Master for +16 pts.
Special Rules: Fast Cavalry.

Unit Sizes. Each entry specifies the


minimum size for each unit. In some
cases, units also have a maximum size.

GLADE GUARD..............................................8 points per model

Equipment. Each entry lists the standard


weapons and armour for that unit. The
value of these items is included in the
points cost.

Glade Guard
Captain

Each unit is represented by an entry in


the army list. The units name is given
and any limitations that apply are
explained.

Options. Additional or optional weapons


and armour are listed here together with
their extra cost.
Special Rules. Many troops have special
rules which are described in this section.

M
5
5

WS
4
4

BS
4
4

S
3
3

T
3
3

W
1
1

I
5
5

A
1
2

Ld
8
8

Unit Size: 10+


Weapons & Armour: Hand weapon and spear.
Options:
Any unit may be equipped with light armour for +1 pt/model and/or carry
shields for +1 pt/model.
Any unit may upgrade one Glade Guard to a Musician for +5 pts.
Any unit may upgrade one Glade Guard to a Standard Bearer for +10 pts.
Any unit may upgrade one Glade Guard to a Captain for +10 pts.

SPECIAL UNITS
SCOUTS......................................................... 15 points per model
Scout
Pathfinder

M
5
5

WS
4
4

BS
4
5

S
3
3

T
3
3

W
1
1

I
5
5

A
1
1

Ld
8
8

Unit Size: 5-15


Weapons & Armour: Hand weapon, longbow.
Options:
Any unit may upgrade one Scout to a Pathfinder for +7 pts.
Special Rules: Skirmish, Scout.

GREAT EAGLE .............................................50 points per model


Great Eagle

M
2

WS
5

Unit Size: 1
Weapons & Armour: None.
Special Rules: Great Eagles can Fly
Glade Riders

BS
0

S
4

T
4

W
3

I
4

A
2

Ld
8

Warhawk Riders

WARDANCERS ............................................. 15 points per model


Wardancer
First Dancer

M
5
5

WS
5
5

BS
4
4

S
3
3

T
3
3

W
1
1

I
6
6

A
1
2

Ld
8
8

Unit Size: 5+
Weapons & Armour: Two hand weapons.
Options:
Any unit may upgrade one Wardancer to a First Dancer for +14 pts.
Any unit may upgrade one Wardancer to a Musician for +7 pts.
Special Rules: Wardancers skirmish, are immune to psychology, and have a 6+
Ward save. They cannot be joined by characters, with the exception of a
Bladesinger. Their talismanic war paint gives them Magic Resistance (1). Each
turn in close combat they may choose one special wardance with the following
effects: Storm of Blades (+1 Strength), Whirling Death (the unit has the Killing
Blow special ability), The Shadows Coil (the unit is Unbreakable) or Woven Mist
(if the Wardancers are fighting to the flank or rear of enemy units and have a Unit
Strength of five or more, those units lose their rank bonus). You cannot choose
the same dance in two consecutive turns of the same combat engagement.

0-1 WARHAWK RIDERS ...............................20 points per model


Warhawk Rider
Wind Rider
Warhawk

M
5
5
1

WS
4
4
4

BS
4
5
0

S
3
3
3

T
3
3
3

W
1
1
1

I
6
6
6

A
1
1
1

Ld
8
8
5

Unit Size: 3-12


Weapons & Armour: Light armour and hand weapon.
Options:
The unit must be equipped with either longbows for +7 pts/model
or spears and shields for +3 pts/model.
The unit may upgrade one Rider to a Musician for +10 pts.
The unit may upgrade one Rider to a Standard Bearer for +20 pts.
The unit may carry a magic banner worth up to 50 pts.
The unit may upgrade one Rider to a Wind Rider for +10 pts.
Special Rules: Unit of Flyers.

DRYADS........................................................20 points per model


Dryad
Forest Spirit

M
5
5

WS
4
4

BS
0
0

S
4
4

T
4
4

W
1
1

I
5
5

A
2
3

Ld
8
8

Unit Size: 5+
Weapons & Armour: None.
Options:
Any unit may upgrade one Dryad to a Forest Spirit for +16 pts.
Special Rules: Skirmish, cause fear. Their tough skin gives them an armour save of
5+. Dryads are shapeshifters and in close combat may choose to assume either the
Birch aspect (+1 A), Oak Aspect (+1 S, +1 T) or the Willow aspect (-1 A for attacking
models attempting to strike the Dryad). All the models in the unit assume the same
aspect and the effects only apply for the Close Combat phase. They cannot choose the
same aspect in two consecutive turns of the same combat engagement.

Special units are extremely specialized


troops that appear on the battlefield less
often than basic regiments.
There is a maximum number of Special
units that can be fielded, and this
varies with the size of the army.
A maximum of one unit of Warhawk
Riders may be present on the battlefield.

There is a maximum number


of Rare units that can be fielded,
and this varies with the size of the
Wood Elf army.

RARE UNITS
TREEMAN ................................................ 250 points per model
Treeman

M
6

WS
5

BS
0

S
5

T
6

W
5

I
2

A
4

Ld
10

Unit Size: 1
Weapons and Armour: None.
Special Rules: Flammable, cause terror, immune to psychology. Their thick bark
gives them a 3+ armour save. In combat they may elect to make a single S10 attack
doing D6 wounds instead of their normal attacks. If they lose a round of combat, but
do not suffer any wounds that Close Combat phase, they are not required to take a
Break test. Tree-Singing (this ability works like a bound spell with a power level of
4+ and casts the Tree-Singing spell).

A Wood Elf army ready to defend the sacred forest.

WAYWATCHERS ......................................... 20 points per model


Waywatcher
Ranger

M
5
5

WS
4
4

BS
5
6

S
3
3

T
3
3

W
1
1

I
5
5

A
1
1

Ld
8
8

Unit Size: 5-10


Weapons and Armour: Hand weapon, longbow.
Options:
Any unit may upgrade one Waywatcher to a Ranger for +8 pts
Special Rules: Waywatchers skirmish and are scouts. In addition, they can deploy
closer than 10" to the enemy (but must still be out of sight). Waywatchers can see
through 4" of the wood they are in. If a Waywatcher unit charges into close combat
from a wood, the enemy can only Hold as a reaction and the Waywatchers get +1 A
on the first turn of the fight (the entire unit must be inside the wood when the charge
is declared).

Waywatchers